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Thread: Compo-Pack for Random Gen

  1. #3901
    Refugee Jcewazhere's Avatar
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    I've had a similar experience with a different POI in single player. I thought it was an LOD loading/unloading issue not a mesh issue. It was a few POIs at once, but one was the art gallery with the odd wall and "Gallery Art Gallery" across the entrance. I fixed either by reloading the game or changing video settings, did both at once by accident so not sure which fixed it.

    I'm having another issue though, I have a prefab that is spawning half at ground height and half at the top of the world. I wouldn't mind so much if the game would stop picking that POI as a clear/fetch. Is there a way to stop that POI from being picked? Or some other solution? Even just a command to auto complete the quest would be spiffy.

    It's the mine with the conveyor pulling rock up into the building which you walk up to enter it, then down into a winding mine area.

  2. #3902
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    Quote Originally Posted by Magoli View Post
    no I didn't know that

    tbh I also dont know what is xpath (in detail)
    (I know it has something to do with modlets and these strange mod-folders which are out there)

    maybe this has something to with some of the Issue-Msgs I got here in the thread.
    (maybe people copied the prefab-files somewhere, but not into the prefabsfolder where they supposed to be)
    (maybe prefabfiles are in both folders twice (prefabs and xpath) and this maybe makes problems) - idk!

    But anyhow - COMPOPACK has nothing to do with all that stuff
    (CP just belongs to the prefabsfolder because of the prefabfiles, the configfolder because of the rwgmixer.xml, and optional the generated-worldsfolder for Nitrogen-maps - thats all)

    Everything else is not sure fire IMO
    I doubt it is the reason not many people knew bout this method LOL. Cant get duplicates in the prefab folder it overwrites them normally

  3. #3903
    Colony Founder Magoli's Avatar
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    Quote Originally Posted by Jcewazhere View Post
    I've had a similar experience with a different POI in single player. I thought it was an LOD loading/unloading issue not a mesh issue. It was a few POIs at once, but one was the art gallery with the odd wall and "Gallery Art Gallery" across the entrance. I fixed either by reloading the game or changing video settings, did both at once by accident so not sure which fixed it.

    I'm having another issue though, I have a prefab that is spawning half at ground height and half at the top of the world. I wouldn't mind so much if the game would stop picking that POI as a clear/fetch. Is there a way to stop that POI from being picked? Or some other solution? Even just a command to auto complete the quest would be spiffy.

    It's the mine with the conveyor pulling rock up into the building which you walk up to enter it, then down into a winding mine area.
    yes - u are right - I have noticed that POI too

    its xcostum_Canyon_Cave(by_War3zuk)

    this POI is very deep (yoffset -45) - actually its deeper than the world when it spawns at normal surficehight

    this problem is already fixed and it will come in the next COMPOPACK
    (this prefab will spawn on mountains in future)

  4. #3904
    Colony Founder Pille's Avatar
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    1 Million views for this thread. Congrats. Well deserved!

  5. #3905
    Colony Founder Magoli's Avatar
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    Quote Originally Posted by pille View Post
    1 million views for this thread. Congrats. Well deserved!
    yeah - partyyyyyyyyyyyyy

  6. #3906
    Colony Founder Magoli's Avatar
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    update-time:

    COMPOPACK_43(for Alpha18.3_built3) is out now !!!

    this version contains 22 brandnew prefabs, a bunch of fixes and some improvements

    to get it goto the OPENINGPOST

    Here are the Changes in detail:

    Changelog CP43:

    -repaired xcostum_bridgesideapartmentsA16(by_Batman) (misrotated medicineCabinetsRLH and bedrolls)
    -repaired xcostum_NSiteMissileSilo(byEphoie) (added missing questrallymarker / changed woodblocks to metalblocks)
    -repaired xcostum_Cliff_House(by_War3zuk) (decreased Lootcontainers)
    -repaired xcostum_Asia_Apartments(by_magoli) (removed Loot from Cabinets in Corners)
    -repaired xcostum_Asia_ChineseMarket(by_magoli) (misrotated medicineCabinetsRLH / removed tires from toilettes)
    -repaired xcostum_Asia_Restaurant(by_Redlotus) (misrotated medicineCabinetsRLH)
    -repaired xcostum_Asia_Restaurant_city(by_Redlotus) (misrotated medicineCabinetsRLH)
    -repaired xcostum_Store_Automotive_sm(by_Laz_Man) (removed woodplate glitching in fridge)
    -repaired xcostum_Canyon_Cave(by_War3zuk) (removed flowers in midair / set prefab to spawn in zone:mountain only)
    -repaired xcostum_TruckStop(by_magoli) (changed woodblocks to metal / misrotated blocks / decreased Lootcontainers / removed Loot from Cabinets in Corners)
    -repaired xcostum_House_AF03R(37x53)(by_Nodabba) (reduced plants in blueberryfield)
    -repaired xcostum_pistol_gunshop(by_magoli) (misrotated fridge)
    -repaired xcostum_TownHall(by_Guppycur) (changed textures on pillar50)
    -repaired xcostum_rave_factory(by_orak) (added missing waterblocks)
    -repaired xcostum_Car_Dealership_old(by_P1ut0nium) (misrotated desk)
    -repaired xcostum_Manorhouse(by_WereWulfen) (removed Loot from Cabinets in Corners)
    -repaired xcostum_Park(by_Guppycur) (changed textures on curbcorners / changed haybales to woodpilar100 )
    -repaired xcostum_CityPark(by_Spider) (changed most underground-waterblocks to stone)
    -repaired xcostum_Walcart(by_Swolk) (decreased waterbottles-Loot / removed floating deco-block)
    -repaired xcostum_med_clinic_small(by_magoli) (adjusted lightsetting / misrotated shelves)
    -repaired xcostum_Apartment_Stores(by_Laz_Man) (misrotated blocks / glitching blocks)
    -repaired xcostum_ThemePark(by_stallionsden) (added Sleeper-Volumes / removed oop-Sleepers)


    -new prefabs:
    xcostum_celltower_2(by_axebeard)
    xcostum_celltower_2_waste(by_axebeard)
    xcostum_deerstand_1(by_axebeard)
    xcostum_deerstand_2(by_axebeard)
    xcostum_hideout(by_axebeard)
    xcostum_Italo_Restaurant(by_axebeard)
    xcostum_ritualsite_1(by_axebeard)
    xcostum_ritualsite_2(by_axebeard)
    xcostum_stripmall(by_axebeard)
    xcostum_LMART_Garage(byStallionsden)
    xcostum_LMART_RoadHouse(byStallionsden) (decreased Lootcontainers)
    xcostum_Library(by_NAGG) (decreased Lootcontainers)
    xcostum_Lighthouse(by_NAGG)
    xcostum_Mall(by_hernanxx)
    xcostum_4Apartments(by_TopMinder)
    xcostum_Dormerhouse(by_TopMinder)
    xcostum_MinderManor(by_TopMinder)
    xcostum_ModernArtGallery(by_Pille_TopMinder)
    xcostum_Pantilehouse(by_TopMinder)
    xcostum_red_mesa_alpha_labs(by_Pille)
    xcostum_Snakehotel(by_TopMinder)
    xcostum_Sky-Twintowers(by_TopMinder)


    -exchanged prefab with a newer version:
    xcostum_Blue_House(by_TopMinder_and_Pille) (!name changed!)
    xcostum_Experimentalhouse(by_TopMinder) (!name changed!)
    xcostum_Gallery(by_TopMinder_and_Pille) (!name changed!)
    xcostum_hideout(by_TopMinder_and_Pille) (!name changed!)
    xcostum_Hostel(by_TopMinder) (!name changed!)
    xcostum_Redhouse(by_TopMinder) (!name changed!)
    xcostum_Roundhouse(by_TopMinder) (!name changed!)
    xcostum_Shoppingcenter(by_TopMinder) (!name changed!)
    xcostum_Spirallibrary(by_TopMinder) (!name changed!)
    xcostum_Stonehouse(by_TopMinder) (!name changed!)
    xcostum_Villa(by_TopMinder) (!name changed!)
    xcostum_Woodhouse(by_TopMinder) (!name changed!)


    -removed prefabs:
    xcostum_SkyDiner(by_Tom) (added a completly new/redone version)
    xcostum_TruckStop_Garage(by_stallionsden) (added a completly new/redone version)
    xcostum_TruckStop_Roadhouse(by_stallionsden) (added a completly new/redone version)


    -Nitrogen-changes (configUI) :
    changed trader-amount from many to default
    changed farm-zones-amount from few to very few
    added the new prefabs into prefabslist.txt
    removed the deleted prefabs into prefabslist.txt
    changed the exchanged prefabs into prefabslist.txt (and checked filenames and sizes)


    -RWGMIXER.XML-CHANGES:
    added the new prefabs
    removed the deleted prefabs
    changed the exchanged prefabs - checked filenames


    have fun - Magoli
    2020-01-16

  7. #3907
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    is there a way to make any of these prefabs respawn? i have many of them that have collapsed iether to trees spawning in them or from just walking thru them. i tried using the givequest trick but it doesnt seem to work on these prefabs. the entire pirate ship ride in the theme park collapsed when i walked onto the ship didnt touch anything
    Last edited by UbberN00ber; 4 Weeks Ago at 04:32 AM.

  8. #3908
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    Quote Originally Posted by UbberN00ber View Post
    is there a way to make any of these prefabs respawn? i have many of them that have collapsed iether to trees spawning in them or from just walking thru them. i tried using the givequest trick but it doesnt seem to work on these prefabs. the entire pirate ship ride in the theme park collapsed when i walked onto the ship didnt touch anything
    Hmmmm I will look at it. It never collapsed when i tested it lol... jumped on it shot at it etc) will test again,. could just be a unstable seed or maybe it is 1 block higher then it should also will check it out

  9. #3909
    Colony Founder Pille's Avatar
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    Thank you Magoli!!!

  10. #3910
    Ranger bigstep70's Avatar
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    Awesome... 22 new places to explore. I can not wait.
    Thanx Mag and all the modders/prefabbers out there.

  11. #3911
    TominatorT
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    When I click the link to download, it brings me to Dropbox. When I try to download it from there, it is put into a 7z format. I am unsure what I am supposed to do since this doesn't seem to be an issue with anyone else. Any help is appreciated!

  12. #3912
    Colony Founder Pille's Avatar
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    Actually, 7z is a quite common format. You can extract the CP using 7zip:
    https://7-zip.org

  13. #3913
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    Combopack 42 and errors?

    I was flying around, was checking my map out, and cam across a few floating POI's most would disappear once got near them, kinda wierd, theni ran in to one the made me shake and I was not able to move or access any menus. Had to use task manager to close the game
    am on 18.2 b5 and yes i have combopack 42 prefabs.

    Anyone have issues with this?

  14. #3914
    Survivor morggin's Avatar
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    Will MP users see all the Prefabs if they don't have the combopack43 installed on there client? I thought I saw something about the server pushing them from it's Prefabs folder if the client dosn't have it.

  15. #3915
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    Loving this Mod!!!
    It has added so much exploration and diversity to the game.
    The "Nitro" method is definitely superior to conventional methods.

    I have explored dozens of the prefabs in this pack lots of cool ideas but had to give a special shout-out to the "NAGGcommunity's" "ColonyShip".

    So creative!

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